My parties when using the older books used rituals all the time. Rituals were actually pretty sweet. They needed more of them though.
I've in theory never done this - but I have in practice. Quick assessment:Of course, I don't need everything all at once. Just enough to get things going. But it also gave me a unique opportunity to cultivate, cleanse, and streamline the game for my own purposes. And since I anticipate a number of potential players would be new to 4e anyway, I decided to go with a focus on Essentials for now. (If I do a pre-Essentials/Core option later, I'd build a separate thing for that.)
It's both - I wasn't happy until the Elementalist joined the crew and it wasn't all "Martials simple, casters complex". Simple is good, a range of complexity is better.@Neonchameleon Thanks for the input. Having been looking these over more closely for some time now, I imagine that the martial classes were built deliberately as they were to maintain "easy mode" for certain players. Thus what some perceive as a shortcoming, it might be a feature to others.
Off the top of my head:I should note that I have since included themes and racial utility powers as a standard feature for my personal house set of Essential games. Theoretically speaking, that should provide some opportunities for players to fill in a few of the weak spots mentioned if so inclined.
Do you have any insights to give regarding Sentinel, Cavalier, Hexblade, Berserker, and Skald?
I've played a Skald all the way through Heroic and liked it quite a bit. It worked well.
- Skald: Someone tried to reinvent the wheel. It's faffier than it needs to be but works.
- Oh and Heroes of Shadow:
- Blackguard: It's fine at heroic. Heavy armour, shield, striker mechanics is a good brawler start, working as an off-tank (or at least someone the tank doesn't need to protect).